I am having a problem where some objects appear close together, and the player can attempt to jump or climb in between them. When he gets about half way through, he gets stuck. He is wedged in between two sloped surfaces and can no longer move.

I have attempted to use "in_solid" to prevent this, but that does not seem to be the problem. The conditions do not actually place the character inside of the solid objects.

Is there a way to prevent this (outside of using a standard hull for collisions - as I want the player to be able to walk on these surfaces normally via polygon collision)?

Is there a way to detect this kind of wedging?

I am just looking for some kind of general example at this point, an arrow in the right direction if possible...

Last edited by Dooley; 04/22/18 00:15.